Generic variants of Heretic and HeXen action functions

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MartinHowe
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Generic variants of Heretic and HeXen action functions

Post by MartinHowe »

Regarding the recent discussions about HeXen weapon codepointers and so forth; it is generally agreed that as they are, they are too complicated and integrated with the player logic and so forth to expose directly. Similar remarks apply (to a lesser extent) with Heretic.

Therefore, at some point, please could we have generic versions of them? The very success of DECORATE in creating new monsters has been possible only because of Randy creating generalised versions of monster and weapon codepointers; for example, A_ComboAttack() is just a generalisation of A_TroopAttack() and A_BruiseAttack().

It's been done for Doom, so please may we have it for the other two games in the fullness of time?
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Graf Zahl
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Post by Graf Zahl »

First, Randy hasn't created one single code pointer for DECORATE. ;)

Second, many of Hexen's and Heretic's code pointers cannot be easily generalized. Much of this stuff needs explicit coding or custom state labels to work as intended and unless Randy implements Doomscript or whatever he will call it when it's done this won't happen.
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MartinHowe
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Post by MartinHowe »

Graf Zahl wrote:First, Randy hasn't created one single code pointer for DECORATE. ;)
Sorry, I take it that those were your doing? :)
Graf Zahl wrote:Second, many of Hexen's and Heretic's code pointers cannot be easily generalized. Much of this stuff needs explicit coding or custom state labels to work as intended and unless Randy implements Doomscript or whatever he will call it when it's done this won't happen.
Damn. Still, there was no harm in asking :)

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